/// <summary>
 /// 胡牌
 /// </summary>
 public void Hu(int seat, BoutModel boutModel)
 {
     //AudioManager.Instance.PlayEffectAudio("hu");
     //switch (seat)
     //{
     //    case 1:
     //        PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(false);
     //        PlayerManager.m_instance.m_EastPlayer.HuPai(boutModel.HuType,boutModel.CurrentPlate);
     //        Debug.Log("东家胡牌了:" + boutModel.CurrentPlate);
     //        break;
     //    case 2:
     //        PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(false);
     //        PlayerManager.m_instance.m_SouthPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate);
     //        Debug.Log("南家胡牌了:" + boutModel.CurrentPlate);
     //        break;
     //    case 3:
     //        PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(false);
     //        PlayerManager.m_instance.m_WestPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate);
     //        Debug.Log("西家胡牌了:" + boutModel.CurrentPlate);
     //        break;
     //    case 4:
     //        PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(false);
     //        PlayerManager.m_instance.m_NorthPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate);
     //        Debug.Log("北家胡牌了:" + boutModel.CurrentPlate);
     //        break;
     //}
     //int mySeat = (int)MainViewMgr.m_Instance.m_MySeat + 1;
     //if (mySeat == boutModel.CurrentBout)
     //{
     //    Debug.Log("胡牌以后:"+ mySeat);
     //    //NetManager.m_Instance.SendMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.GET_CREQ, null);
     //}
     StartCoroutine(HuLogic(seat, boutModel));
 }
    /// <summary>
    /// 出牌
    /// </summary>
    /// <param name="boutModel"></param>
    public void ChuPai(BoutModel boutModel)
    {
        switch (boutModel.CurrentBout)
        {
        case 11:
            Debug.Log("东家出牌:");
            //PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState();
            break;

        case 12:
            Debug.Log("南家出牌:");
            //PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState();

            break;

        case 13:
            Debug.Log("西家出牌:");
            //PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState();

            break;

        case 14:
            Debug.Log("北家出牌:");
            // PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState();

            break;
        }
    }
 /// <summary>
 /// 杠牌
 /// </summary>
 public void Gang(int seat, BoutModel boutModel)
 {
     //isGang = true;//摸牌时需要从尾部删除
     //AudioManager.Instance.PlayEffectAudio("gang");
     //switch (seat)
     //{
     //    case 1:
     //        PlayerManager.m_instance.m_EastPlayer.GangPai(seat, boutModel);
     //        PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(false);
     //        Debug.Log("东家杠牌了:" + boutModel.CurrentPlate);
     //        break;
     //    case 2:
     //        PlayerManager.m_instance.m_SouthPlayer.GangPai(seat, boutModel);
     //        PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(false);
     //        Debug.Log("南家杠牌了:" + boutModel.CurrentPlate);
     //        break;
     //    case 3:
     //        PlayerManager.m_instance.m_WestPlayer.GangPai(seat, boutModel);
     //        PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(false);
     //        Debug.Log("西家杠牌了:" + boutModel.CurrentPlate);
     //        break;
     //    case 4:
     //        PlayerManager.m_instance.m_NorthPlayer.GangPai(seat, boutModel);
     //        PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(false);
     //        Debug.Log("北家杠牌了:" + boutModel.CurrentPlate);
     //        break;
     //}
     //int mySeat = (int)MainViewMgr.m_Instance.m_MySeat + 1;
     //if (mySeat==boutModel.CurrentBout)
     //{
     //    NetManager.m_Instance.SendMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.GET_CREQ, null);
     //}
     StartCoroutine(GangLogic(seat, boutModel));
 }
 /// <summary>
 /// 碰牌
 /// </summary>
 public void Peng(int seat, BoutModel boutModel)
 {
     //AudioManager.Instance.PlayEffectAudio("peng");
     //switch (seat)
     //{
     //    case 1:
     //        Debug.Log("东家碰牌了:"+boutModel.CurrentPlate);
     //        PlayerManager.m_instance.m_EastPlayer.PengPai(seat,boutModel.CurrentPlate);
     //        PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState();
     //        break;
     //    case 2:
     //        PlayerManager.m_instance.m_SouthPlayer.PengPai(seat, boutModel.CurrentPlate);
     //        PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState();
     //        Debug.Log("南家碰牌了:"+ boutModel.CurrentPlate);
     //        break;
     //    case 3:
     //        PlayerManager.m_instance.m_WestPlayer.PengPai(seat, boutModel.CurrentPlate);
     //        PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState();
     //        Debug.Log("西家碰牌了:"+ boutModel.CurrentPlate);
     //        break;
     //    case 4:
     //        PlayerManager.m_instance.m_NorthPlayer.PengPai(seat, boutModel.CurrentPlate);
     //        PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState();
     //        Debug.Log("北家碰牌了:"+ boutModel.CurrentPlate);
     //        break;
     //}
     StartCoroutine(PengLogic(seat, boutModel));
 }
 /// <summary>
 /// 当前玩家正式摸牌
 /// </summary>
 /// <param name="myseat"></param>
 public void MoPai(int seat, BoutModel boutModel)
 {
     //switch (seat)
     //{
     //    case 1:
     //        PlayerManager.m_instance.m_EastPlayer.MoPai(handCardId,isGang);
     //        Debug.Log("东家摸牌" + PlayerManager.m_instance.m_SouthPlayer.m_Player);
     //        PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState();
     //        break;
     //    case 2:
     //        PlayerManager.m_instance.m_SouthPlayer.MoPai(handCardId, isGang);
     //        Debug.Log("南家摸牌"+ PlayerManager.m_instance.m_SouthPlayer.m_Player);
     //        PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState();
     //        break;
     //    case 3:
     //        PlayerManager.m_instance.m_WestPlayer.MoPai(handCardId, isGang);
     //        Debug.Log("西家摸牌" + PlayerManager.m_instance.m_SouthPlayer.m_Player);
     //        PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState();
     //        break;
     //    case 4:
     //        PlayerManager.m_instance.m_NorthPlayer.MoPai(handCardId, isGang);
     //        Debug.Log("北家摸牌" + PlayerManager.m_instance.m_SouthPlayer.m_Player);
     //        PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState();
     //        break;
     //}
     //isGang = false;
     StartCoroutine(MoPaiLogic(seat, boutModel.CurrentPlate));
 }
    public void Guo(BoutModel boutModel)
    {
        int mySeat = (int)MainViewMgr.m_Instance.m_MySeat + 1;

        if (mySeat == boutModel.CurrentBout)
        {
            NetManager.m_Instance.SendMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.GET_CREQ, null);
        }
        PlayerManager.m_instance.m_EastPlayer.HideChuPaiState();
        PlayerManager.m_instance.m_SouthPlayer.HideChuPaiState();
        PlayerManager.m_instance.m_WestPlayer.HideChuPaiState();
        PlayerManager.m_instance.m_NorthPlayer.HideChuPaiState();
    }
    IEnumerator HuLogic(int seat, BoutModel boutModel)
    {
        while (islock)
        {
            yield return(new WaitForEndOfFrame());
        }
        islock = true;
        AudioManager.Instance.PlayEffectAudio("hu");
        MainViewMgr.m_Instance.ActivePlayerSeatUI(RoomInfoMgr.m_Instance.m_MySeat, seat);
        switch (seat)
        {
        case 1:
            Debug.Log("东家胡牌了:" + boutModel.CurrentPlate);
            PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(false);
            PlayerManager.m_instance.m_EastPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate);

            break;

        case 2:
            Debug.Log("南家胡牌了:" + boutModel.CurrentPlate);
            PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(false);
            PlayerManager.m_instance.m_SouthPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate);

            break;

        case 3:
            Debug.Log("西家胡牌了:" + boutModel.CurrentPlate);
            PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(false);
            PlayerManager.m_instance.m_WestPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate);

            break;

        case 4:
            Debug.Log("北家胡牌了:" + boutModel.CurrentPlate);
            PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(false);
            PlayerManager.m_instance.m_NorthPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate);

            break;
        }
        int mySeat = (int)MainViewMgr.m_Instance.m_MySeat + 1;

        if (mySeat == boutModel.CurrentBout)
        {
            Debug.Log("胡牌以后:" + mySeat);
            //NetManager.m_Instance.SendMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.GET_CREQ, null);
        }
        islock = false;
        yield break;
    }
 public void GangPai(int seat, BoutModel boutModel)
 {
     if (boutModel.GangType == 1)//明杠
     {
         MingBar(seat, boutModel.CurrentPlate);
     }
     else if (boutModel.GangType == 2)//暗杠
     {
         DarkBar(seat, boutModel.CurrentPlate);
     }
     else if (boutModel.GangType == 3)//加杠
     {
         AddBar(seat, boutModel.CurrentPlate);
     }
 }
    IEnumerator PengLogic(int seat, BoutModel boutModel)
    {
        while (islock)
        {
            yield return(new WaitForEndOfFrame());
        }
        islock = true;
        AudioManager.Instance.PlayEffectAudio("peng");
        MainViewMgr.m_Instance.ActivePlayerSeatUI(RoomInfoMgr.m_Instance.m_MySeat, seat);
        switch (seat)
        {
        case 1:
            Debug.Log("东家碰牌了:" + boutModel.CurrentPlate);
            PlayerManager.m_instance.m_EastPlayer.PengPai(seat, boutModel.CurrentPlate);
            PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState();
            break;

        case 2:
            Debug.Log("南家碰牌了:" + boutModel.CurrentPlate);
            PlayerManager.m_instance.m_SouthPlayer.PengPai(seat, boutModel.CurrentPlate);
            PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState();

            break;

        case 3:
            Debug.Log("西家碰牌了:" + boutModel.CurrentPlate);
            PlayerManager.m_instance.m_WestPlayer.PengPai(seat, boutModel.CurrentPlate);
            PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState();

            break;

        case 4:
            Debug.Log("北家碰牌了:" + boutModel.CurrentPlate);
            PlayerManager.m_instance.m_NorthPlayer.PengPai(seat, boutModel.CurrentPlate);
            PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState();

            break;
        }
        islock = false;
        yield break;
    }